// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "DistanceField_Height"
{
	Properties
	{
		_TextureSample0("Texture Sample 0", 2D) = "white" {}
		_TextureSample1("Texture Sample 0", 2D) = "white" {}
		_Float0("Float 0", Range( 0 , 1)) = 0
		[HideInInspector] _texcoord( "", 2D ) = "white" {}

	}
	
	SubShader
	{
		
		
		Tags { "RenderType"="Opaque" }
	LOD 100

		CGINCLUDE
		#pragma target 3.0
		ENDCG
		Blend Off
		Cull Back
		ColorMask RGBA
		ZWrite On
		ZTest LEqual
		Offset 0 , 0
		
		
		
		Pass
		{
			Name "Unlit"
			Tags { "LightMode"="ForwardBase" }
			CGPROGRAM

			

			#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
			//only defining to not throw compilation error over Unity 5.5
			#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_instancing
			#include "UnityCG.cginc"
			

			struct appdata
			{
				float4 vertex : POSITION;
				float4 color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				float4 ase_texcoord : TEXCOORD0;
			};
			
			struct v2f
			{
				float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				float3 worldPos : TEXCOORD0;
#endif
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				float4 ase_texcoord1 : TEXCOORD1;
			};

			uniform sampler2D _TextureSample0;
			uniform float4 _TextureSample0_ST;
			uniform sampler2D _TextureSample1;
			uniform float4 _TextureSample1_ST;
			uniform float _Float0;

			
			v2f vert ( appdata v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);

				o.ase_texcoord1.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord1.zw = 0;
				float3 vertexValue = float3(0, 0, 0);
				#if ASE_ABSOLUTE_VERTEX_POS
				vertexValue = v.vertex.xyz;
				#endif
				vertexValue = vertexValue;
				#if ASE_ABSOLUTE_VERTEX_POS
				v.vertex.xyz = vertexValue;
				#else
				v.vertex.xyz += vertexValue;
				#endif
				o.vertex = UnityObjectToClipPos(v.vertex);

#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
				return o;
			}
			
			fixed4 frag (v2f i ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				float3 WorldPosition = i.worldPos;
#endif
				float2 uv_TextureSample0 = i.ase_texcoord1.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
				float4 tex2DNode2 = tex2D( _TextureSample0, uv_TextureSample0 );
				float2 uv_TextureSample1 = i.ase_texcoord1.xy * _TextureSample1_ST.xy + _TextureSample1_ST.zw;
				float4 tex2DNode4 = tex2D( _TextureSample1, uv_TextureSample1 );
				float lerpResult1 = lerp( ( tex2DNode2.r - tex2DNode2.g ) , ( tex2DNode4.r - tex2DNode4.g ) , _Float0);
				float smoothstepResult12 = smoothstep( 0.0 , 0.1 , lerpResult1);
				float4 temp_cast_0 = (smoothstepResult12).xxxx;
				
				
				finalColor = temp_cast_0;
				return finalColor;
			}
			ENDCG
		}
	}
	CustomEditor "ASEMaterialInspector"
	
	
}
/*ASEBEGIN
Version=18100
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Node;AmplifyShaderEditor.SamplerNode;4;-1497.903,266.9201;Inherit;True;Property;_TextureSample1;Texture Sample 0;6;0;Create;True;0;0;False;0;False;-1;None;9087b8cf5d3fbb649b48ef1b01ab6260;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;2;-1476.403,37.92007;Inherit;True;Property;_TextureSample0;Texture Sample 0;5;0;Create;True;0;0;False;0;False;-1;None;c7be45d8964e1e5478e7cc3691f2a553;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleSubtractOpNode;3;-1101.404,67.92007;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode;5;-1129.903,277.9201;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;6;-1138.403,454.9201;Inherit;False;Property;_Float0;Float 0;7;0;Create;True;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp;1;-710.4039,106.9201;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SmoothstepOpNode;12;-461.3597,112.0887;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0.1;False;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;11;-253.7388,108.9587;Float;False;True;-1;2;ASEMaterialInspector;100;1;DistanceField_Height;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;0;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;True;False;True;0;False;-1;True;True;True;True;True;0;False;-1;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;RenderType=Opaque=RenderType;True;2;0;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;1;True;False;;0
WireConnection;3;0;2;1
WireConnection;3;1;2;2
WireConnection;5;0;4;1
WireConnection;5;1;4;2
WireConnection;1;0;3;0
WireConnection;1;1;5;0
WireConnection;1;2;6;0
WireConnection;12;0;1;0
WireConnection;11;0;12;0
ASEEND*/
//CHKSM=0FCE22D418AC96EE6E89A295059BBDB90145FBC0